[spoiler]Six moons dot the skies over this fair world. A single moon for some of the most basic principles of each element. Beneath the Red Moon, a desert with the heat of a furnace. Fire magic was the key to survival in the lands of Pyrynn. The Blue Moon held the power over water and air, respectively, and it's nation was unparalleled in the skies. Masters of manipulating magic itself, the lands underneath the Purple Moon were frozen since the dawn of time. There, powerful mages carved an entire city out from underneath the ice. The lands that were blessed by the grace of the Green Moon flourished from the power of life, and many druids were born in the city of Rixis. A beast of a storm flew over the lands of the Yellow Moon, whose power could call the thunder and lightning from the heavens themselves. And finally, the Silver Moon. Home of the Silvites, their magic created an end to a beginning.

Thousands of years ago, these six civilizations flourished under the light of six moons. They were great countries, each with powerful magic and strong warriors to protect them. After years of peace, they created mighty guardians to ward off the most dangerous enemies they had: Each other.

The six Gigas, beasts of destruction made for the purpose of slaying the enemies of each civilization, came into being that day so long ago. These creatures were heartless, hateful destroyers of entire islands. They threatened the very moons themselves with their destructive might.

That was from the power of only five of them. The last Gigas, Zelos of the Silver Moon, had yet to be created. He was then born for one reason. He was created to stop the other Gigas from ruining the planes themselves. The Silvites used all of their most powerful magic to give Zelos the power to control not one, but all six of the moons that floated above each continent.

With that power at their disposal, the Silvites commanded Zelos to use it to lay waste to the corrupt rulers of each civilization. This was the first Rains of Devastation. A handful of people of each country survived it. But all of the Gigas still roamed freely. With their enemy's fleets out of their way, the Silvites sealed each of the Gigas one by one. When the time came to seal Zelos, every one of the Silvites agreed that he, and the technology used to create him, should be placed where nothing short of a god could reach it.

They sealed him inside their own continent, and shattered the means to control him. Into each Silvite's body they placed a fragment of the Silver Moon Crystal, the means to summons Zelos. They created a shrine to hold their people above the world itself, so they may forever more watch over as Arcadia's guardians. Then they sunk the continent of the Silver Moon beneath the dark clouds of Deep Sky, where nothing mortal could ever survive.

Time passed. The civilizations were forgotten, and new empires rose up. Of these, the most powerful was Valua. A country under the Yellow Moon, whose skies were pitch with perpetual thunder and storms. Their armada was undefeatable, and they knew it.

A war broke out between the Yellow and Red Moon countries. Nasr fired their cannons upon Valua's fortress of a kingdom, and they returned in kind with the power of thier Grand Fortress. The war lasted for twenty years, with no end in sight, before the two giants of the New World finally called a truce. Peace had yet again been restored, but many knew it would never last.

Seven years passed with little incident after the truce had been signed. The empress of Valua soon began to long for more power. Her wish came true when a Silvite appeared before her court. He had been serving beneath a former admiral of the Valuan Armada, many unaware of his real purpose.

Ramirez was his name, and he told the empress of the mighty Gigas, long thought to be nothing more than a myth. She sent her entire fleet out to find the legendary Moon Crystals, the only means of awakening the Gigas.

The armada met thick resistance when seeking out the crystals. An air pirate faction called the Blue Rogues were also looking for the Moon Crystals, on the behalf of another Silvite. Her name was Fina, and like Ramirez, she had been sent to retrieve the crystals and return to the Silver Shrine.

These Blue Rogues had made fools of the armada before, when the crew of the Albatross had been captured and were sentenced to public execution. A man who would become a legend in the skies themselves freed the captain and his crew, with only a tiny fishing vessel to escape in. He volunteered to help Fina gather the Moon Crystals, if only to keep them from the Valuans. His name, was Vyse Dyne, the captain of the most powerful ship to ever sail the skies, the Delphinus.

With his crew, Vyse hunted down each crystal. Everytime one was found, it was stolen by the Armada, and the Gigas awakened. Vyse and his crew defeated each one of the mighty beasts by some means or another, until there was only one left. Then, disaster struck the world silent. Grand Admiral Glacian betrayed the empress, seizing the six Moon Crystals for himself with the assistance of Ramirez. The entire armada turned its back to their homeland for the sake of world domination. And with Zelos at their command, they very well could.

If it wasn't for Vyse, that is.

He brought the Delphinus, every air pirate, and the entire fleets of the lands beneath the Blue and Red Moons, to the skies of the Silver Moon. There, in one massive assault, the armada was defeated, and Glacian was killed. The threat still continued, as Ramirez still retained the Moon Crystals. When Vyse, Fina, and their friends arrived to stop him, they fought Ramirez until he grew desperate. He fused himself with Zelos, and choose to die fighting.

Vyse and his crew retreated to the Delphinus to fight Zelos. The battle raged for hours. No one can say how many times Zelos called down the Rains of Devastation upon that mighty ship, but every time it kept on flying. At the end of the battle, Zelos fell into Deep Sky after being struck by the Silver Shrine and the remaining Silvites. They crashed their ancient sanctuary into Zelos to stop Ramirez from calling the Rains upon every continent under the moons and purging mankind from the world. With Zelos' defeat, the Silver conteneint that had ensnared him for so long sank back beneath the dark clouds of Deep Sky.

Five hundred years have passed since Ramirez was killed and the world saved. Valua had been destroyed by the Rains prior to the battle, and has since been rebuilt under the son of the empress, and his wife, a Yafutoman princess. The world knew peace again, and the unstoppable ship the Delphinus has been turned into the center piece of the new Valuan Armada. Under this new ruler, they would become defenders of this peace, along side the Blue Rogues. Vyse's legend would be told every year, on the anniversary of his own death. [/spoiler]

Basic InformationThe Lands of the Moons:

Yellow Moon: [spoiler]Valua This vast continent is home to the most powerful fleet in the skies. The Valuan capital is Sanulas, built over the ruins of the Maw of Tartarus. The Maw was once the home of Yeligar, the Yellow Gigas. The current emperor is named Kelin Vartes, a master of tactical maneuvers. Many dwarves roam the large mountain ranges of this land, and hobgoblins are a commonplace in the Valuan cities. Orcs and other goblinoids live beneath the mighty empire, in the Maw of Tartarus itself. Many human variants call Valua their home.[/spoiler]Red Moon: [spoiler]Nasr The neighbor of Valua, Nasr is an endless desert surrounded by stone reefs and mountains as tall as the clouds themselves. Nasrad is the capital of Nasr, and numerous kobolds call it their desert sanctuary. One of the three lands whose Gigas was not slain by Vyse, they have been searching for the Red Moon Crystal for decades. Dwarves, Gnomes, and various fire-acclaimed races trace their footsteps in the scorching sand of the land of the Red Moon.[/spoiler]

Green Moon:[spoiler] Ixa'taka Halfway around the world from Nasr is the kingdom of Ixa'taka. These lands are flushed with trees the size of a fortress, and the largest water-based lake in the world resides under the Green Moon. Elven cities dot the forest, and they are the ones responsible for it's capital city: Kar'ne'gul. This city is the most advanced on the continent, though it doesn't have a large fleet and relies on the power of the Blue Rogues to keep them safe from Black Pirates. Most aquatic races live in the lakes of this lush land, and almost every wild race comes from this beautiful forest. Drow are known to live in the darker parts of the woods, though they make contact with other races regularly. Unlike the other Gigas, who are inert or dead, Grendle is still conscious. Grendel is trapped beneath the trees that make up the city of Kar'ne'gul, should he every free himself the city would most likely be destroyed.[/spoiler]

Purple Moon:[spoiler] Lands of Ice No cities exist in the Lands of Ice, as it is too cold for anything to truly survive long enough to build one. Small tribes are scattered around it's icy flows and large glaciers. Frost giants have not stepped foot on the ice since the mages of the past created their Gigas, asthey were its first victims. The grave of a member of Vyse's crew is said to be next to where the Purple Gigas now rots. Some say that the lost wisdom of the Purple Moon mages is the key to creating a new world there, but its secrets are guarded by dragonic creatures, and dozens of white dragons.[/spoiler][spoiler]Silver Moon: Mid-Ocean While there is no true continent beneath its light, the skies of the Silver Moon are dotted with islands. Many sailors are born in these islands, and many more visit the unofficial capital of these anarchic lands, Sailor's Island. It is theorized that the sunken continent, Soltis, is the reason for the sky rifts that separate most of the islands from each other. No one race can say they are truly dominant in this land as much as the Warforged can. Literally the backbone of these islands, they work for the Valuans excavating the sunken continent for years at a time. Many live in Sailor's Island after they retire from service. Undead are known to walk uninhabited islands, so explorers are cautious.[/spoiler]

Blue Moon: Yafutoma [spoiler]The last living Gigas makes it's home in these lands. Bluheim has become a symbol of the power their fleet has. Masters of entertainment, the Yafutomans now call the once-sacred Mount Kazia their capital, as the original was destroyed by a notorious Black Pirate. They are searching for their Moon Crystal, as retrieving it would allow them to heal Bluheim and bolster their power. More aquatic races live in the numerous floating lakes here than anywhere else. Gnomes are native to these oriental-esqe lands. Yafutoma is separated from the rest of the world by thick stone reefs and the dreaded Dark Rift, a perpetual maelstrom of unfathomable size.[/spoiler]

Blue Rogues are native to any land, but all of them eventually visit Crescent Isle, the base of Vyse.

Unlike the Blue Rogues, Black Pirates are more often deserters of the Valuan or Nasr armadas than anything else.

Plane Description: Arcadia is an unusual world, in that every inch of inhabitable land floats in one of four layers of skyline. Upper Sky is the air above the highest mountain peaks. Only three islands are said to exist in this high altitude, and only one of those three has been confirmed to exist. Mid Sky is where the major continents are. People are normally born in Mid Sky, though some Yafutomans are born on ships. Lower Sky is a barren area. Several islands are scattered around it's depths, but none of them have any inhabitants. Deep Sky is a nightmare to any sailor. Few ships have the proper build to handle existing down there for more than a few hours, and any ship sunk is doomed to fall beneath the clouds of this eternal maelstrom. Warforged are often sent into Deep Sky for excavations, but even they have reason to worry. High pressure, along with an ever-billowing storm makes Deep Sky uninhabitable.

Country Specifics:

Valua [spoiler]Home of many artificers, wizards, and virtually every martial-oriented class, Valua is a mountainous region that is almost constantly blanketed by thunderstorms. This is due in part to the Yellow Moon, and the moon stones scattered across the land. Warblades of every school but the Tiger Claw train in this country, as the hobgoblins are famous for their teachings. Dwarven artificers are known for their engineering advances, as Valua's fleet is the most powerful in the world. Many of the more honorable classes (Knight, Crusader, Paladin, Soulborn, Incarnate) are trained in this land.[/spoiler]

Nasr [spoiler]This desert is famous for druids, rangers, and swordsages. The main race that teaches the Desert Wind style is the Desert Gnomes of Maramba. This land is famous for its fine art products.[/spoiler]

Ixa'taka [spoiler]Totemists, druids, barbarians, and sorcerers make up the majority of the classes in this lush forest land. The elves are particularly suspicious of Valuans, as five hundred years ago Valua crushed the virtually defenseless lands of the more savage people. The Tiger Claw style is taught by the more social drow. Famous for the best food you will ever eat.[/spoiler]

Yafutoma [spoiler]Samurai, knights, and swordsages make up this country's finest warriors. The Setting Sun style is taught by the Aventi, and the White Raven is a product of even more Gnomish teachings. Famous for it's entertainers, many bards hail from these lands. The lakes in this land are far deeper than they appear.[/spoiler]Mid Ocean [spoiler]If you want to find someone who can do something, this is the place. Sailor's Island puts out many fine swashbucklers, factotums, and pretty much any other class you can think of. Necromancers are known to live on individual islands, where they can practice their craft undisturbed. Warforged make up the most well-represented race in this region. Famous for the ready supply of willing and able crew members, adventurers, and a lot of booze. Most hospitable environment yet.[/spoiler]

Lands of Ice [spoiler]Druids and barbarians call this tundra their home. Once, numerous mages made up the bulk of this land's population, if someone lived here and couldn't cast spells, they weren't born here. Now frost worms, white dragons, and other cold-based creatures run wild. The Purple Civilization was the only one not struck by the Rains of Devastation, it is rumored that there is treasure in those abandoned cities the likes of which would make Valuans cry.[/spoiler]The Dark Rift [spoiler]Not an official continent, but this infernal typhoon is the main route for Nasr to trade with Yafutoma. Anyone who strays from the main path runs a great risk of being killed by the storm itself, but the treasure to be gained from such a venture is literally to die for.[/spoiler]

Rules

* Any DnD source book from 3rd on up is allowed. In addition, you may use these boards or the WoTC main site to find a class or ability you would like to play, provided you link me to it. As always, I have final say on the character, and if the book is not on the list below, then I am going to need some info on what it is you are using from it.

* Starting ECL is 3rd. XP is 4500. LA Buy-offs are at every three HD, not ECL.

* Stats are either a 43 PB with a minimum of 10 in any ability score pre-racial modifiers, or 17, 16, 15, 14 ,12, 10.

* Characters are all Gestalts with a special restriction: Only the first two classes you pick are Gestalted. Essentially, you are making a new base class using the Gestalt rules for BAB, Hit Die, Skill Points, and Saving Throws by combining them into one, and gaining the class features of both classes. Normal multiclass rules apply. This is a variation of the normal Gestalt rules. You may use any variant class features or substitution levels you have access to, or even ones from this community forum. I must approve of these class features before hand, but any found in the Complete series, SRD, and other WotC non-setting specific books are pre-approved. The Saves, BAB, Skill Points, and HD change. IE: A 3rd level Rogue/Cleric has a BAB of +2, Skill Points per level as a Rogue (but with all of the class skills of both classes), and a base Fort, Ref, and Will of +3, with a d8 HD. Similarly, a Monk/Commoner 3 would have saves of +3, not +4.

*Fate Points: In a similar means to Action Points, Fate Points are a way for you as the player to change the outcome of events. Unlike actions points, however, fate points are extremely rare. No feats exist to give you more of them, and you can only gain new points by sheer heroics. Each character starts with a single d3 of these points, modified by class. Some classes will have more, some will have less. At any time during the campaign, you may spend a single point to prevent something from killing you outright. Your FP will change fate itself (Read: Storyline changes) to keep your character alive. Alternatively, you may spend one FP to increase your HP by 1/4 permanently, and to give you a +2 bonus to any ability score. The HP increase is cumulative, each level you gain another 25% increase to the HD you just rolled. 1d8+Con bestows 1d8+Con+25% of the total of that die. This option may only be taken during character creation/level ups.

*1) At 0 hp or less, you fall unconscious and are dying.Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the character’s total hit points, so it should be reasonable. The feat Die-hard, and any effect similar to it, allow you to fight until you hit that final negative HP number, or your hit Point Cap.3) If you’re dying at the end of your turn, roll 1d20.Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.10-19: No change.20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)5) A dying character who has been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.

*Luck points: Each day, you have a number of luck rerolls equal to the number of FP you have remaining. These rerolls are in addition to any other rerolls you may have, regardless of their source. You may use these daily points in place of the luck rerolls granted by the Complete Scoundrel Feats.

*After a character dies, if that character is unable to be brought back to life, a new player with a new character will join.

*Any race is allowed if it's ECL is under the max I have posted. Save for a few.

*House Rule 1: Read Magic is Universal, not Divination. Divination can be taken as a banned school.

*HR2: Critical Stacking: You roll a Crit threat. You confirm with another number that also threatens. Roll to confirm that one. If it confirms, then the multiplier of your weapon improves by one. This can continue to increase, until your multiplier hits x5. Any effects dependent on your Crit Multiplier use the multiplier for the current attack, and thus use the modified multiplier.

*HR3: Psionic/Magic transparency: Detect Magic/Detect Psionics are fully interchangeable, but you need Spellcraft/Psicraft to identify the schools. SR and PR are separate, but they can replace each other. In this case, if you are targeted by a Power and have SR, your PR is your SR-4. Otherwise, nothing changes between the transparency. No Complete Psionics nerfs, either.

*HR4: Retraining needs no quest, takes 24 hours, and can only be done during a Level fix. You are not limited by the amount of class levels you want to retrain, and can even change one half of your Gestalt choices. No gold cost. You must alert me when you do this, however.

*HR5: Cohorts, familiar, and animal companions are made by the player. You use the Elite array in the DMG for stats (unless one is missing/set, as is the case with Familiars, and you may optimize the none-racial feats to your liking. Flaws may be taken for your companion. It shares your FP, any spending on your behalf also affects their stats/HP, but they have their own Luck pool. Alternate familiars are available, aside from the ones printed under Improved Familiar. As stated above, the familiar uses it's own HP, Saves, and BAB for a Magical Beast/Outsider/Construct/Undead. It advances as a Druid's animal companion in terms of HD, but does not grow in Size category. It's Nat Armor and Int improve as listed, unless the new one has a higher score.

*Certain classes ( Shadowcaster, Samurai, Soulknife, Hexblade, Marshal, and Soulborn of the top of my head) must use their fixes of my choice. BlaineTog's fix for Soulknife, personal changes to the Shadowcaster/Soulborn/Samurai, and the Hexblade Fix that is somewhere on the Class section of the DnD Classes board. Paladin's fix may be used if you choose, but the differences may be a personal choice. Marshal must use TempestStormwind's version. As stated above, you may play any class that has been posted on these boards, even home-brewed ones. Note: I'm currently working on a Soulborn fix. Once I get it up and working I'll let anyone interested in playing one know.

The part you people are interested in. Below are new feats, spells, and domains for use in this campaign.

Character Options[spoiler][SIZE="4"]Moon Magic Feats[/SIZE]Any feat that has the (Moon) descriptor is considered a Moon Magic feat. All Moon Magic feats are powerful abilities that require a certain amount of dedication to learn. You may not take these feats if you already have the ability to cast spells unless those spells are derived from other Moon Magic Feats. Any prestige class that grants spellcasting does not count against this requirement, but the spell-like abilities granted by these feats do not allow the character to qualify for a spellcasting-based prestige class by themselves. The saving throw DC is 10+1/2 HD+Cha, Int, or Wis modifier, chosen at the time the feat is taken. Once that choice has been made, it applies to all Moon Magic feats the player takes later on, if any.

Also, do note that the DM has the authority to deny you a use of you spell-like ability for the sake of story. Generally speaking, it won't happen unless this is a major battle. Your caster level is equal to your character level. The ability score bonuses granted by the feats are supernatural.

New Feats:

Blue Moon's Blessing (Moon)You have learned the secret of manipulating moon magic in it's most basic form.Prerequisites: Spellcraft 2 ranks, no ability to cast spells.Benefit: You gain Quicken as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Blue Moon's Wrath (Moon)The Blue Moon smiles upon your understanding of it's powers. It will now intervene on your behalf.Prerequisites: Spellcraft 4 ranks, no ability to cast spells, Blue Moon's BlessingBenefit: You gain Whirlpool of Air as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Blue Moon's Wrath, Greater (Moon)You have master the magic of air and water.Prerequisites: Spellcraft 7 ranks, no ability to cast spells, Blue Moon's Blessing, Blue Moon's WrathBenefit: You gain Whirlpool of Air, Greater as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier. You gain a permanent +2 sacred bonus to Dexterity.Special: A fighter may select this feat as a bonus feat.

Green Moon's Blessing (Moon)The Green Moon has your back.Prerequisites: Spellcraft 2 ranks, no ability to cast spellsBenefit: You gain Skin of Grendel as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Green Moon's Wrath (Moon)The fury of Grendel is now yours to command.Prerequisites: Spellcraft 4 ranks, no ability to cast spells, Green Moon's BleesingBenefit: You gain Least Fist of Grendel as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Green Moon's Wrath, Greater (Moon)You are the undisputed master of Grendel's might.Prerequisites: Spellcraft 7 ranks, no ability to cast spells, Green Moon's Blessing, Green Moon's WrathBenefit: You gain Fist of Grendel, Greater as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier. You gain a permanent +2 sacred bonus to Strength.Special: A fighter may select this feat as a bonus feat.

Purple Moon's Bleesing (Moon)The fell magic of the Lands of Ice flows from your fingertips.Prerequisites: Spellcraft 2 ranks, no ability to cast spellsBenefit: You gain Silent Eyes as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Purple Moon's Wrath (Moon)Frost is your greatest ally.Prerequisites: Spellcraft 4 ranks, no ability to cast spells, Purple Moon's BlessingBenefit: You gain Chill of Juri as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Purple Moon's Wrath, Greater (Moon)The mages of old would envy your magic.Prerequisites: Spellcraft 7 ranks, no ability to cast spells, Purple Moon's Blessing, Purple Moon's WrathBenefit: You gain Silence of Ice as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier. You gain a permenant +2 sacred bonus to Intelegnce.Special: A fighter may select this feat as a bonus feat.

Red Moon's Blessing (Moon)Recumen has showed you where your power lies.Prerequisites: Spellcraft 2 ranks, no ability to cast spellsBenefit: You gain Increm as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Red Moon's Wrath (Moon)The inferno of Pyrynn sears your foes.Prerequisites: Spellcraft 4 ranks, no ability to cast spells, Red Moon's BlessingBenefit: You gain Channeled Pyroburst (PH2) as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Red Moon's Wrath, Greater (Moon)Recumen's fiery gaze can be seen in your glare.Prerequisites: Spellcraft 7 ranks, no ability to cast spells, Red Moon's Blessing, Red Moon's WrathBenefit: You gain Pyrulen as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier. You gain a permanent +2 sacred bonus to Wisdom.Special: A fighter may select this feat as a bonus feat.

Silver Moon's Blessing (Moon)You have made the magic of the Silver Moon your own.Prerequisites: Spellcraft 6 ranks, no ability to cast spells, any Moon Magic feat.Benefit: You gain Deathless Flesh as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Silver Moon's Wrath (Moon)Your magic is to be feared by all around you.Prerequisites: Spellcraft 8 ranks, no ability to cast spells, Silver Moon's BlessingBenefit: You gain Eterni as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Silver Moon's Wrath, Greater (Moon)Death is your lapdog.Prerequisites: Spellcraft 8 ranks, no ability to cast spells, character level 15th, Silver Moon's WrathBenefit: You gain Eternum as a spell-like ability usable once per day. You also gain a permanent +2 sacred bonus to your Intelligence, Wisdom, or Charisma score.Special: A fighter may select this feat as a bonus feat.

Silver Moon's Blessing, Greater (Moon)You can cheat fate itself.Prerequisites: Spellcraft 9 ranks, no ability to cast spells, any four Moon Magic feats, including Silver Moon's Wrath, Greater, character level 18thBenefit: You gain Raise Dead as a spell-like ability, usable once per week. This functions as the spell, but there is no material component required, its caster level is 1st, and its casting time is one hour instead of 10 minutes.Special: A fighter may select this feat as a bonus feat.

Yellow Moon's Blessing (Moon)Lightning leaps around you with but a thought..Prerequisites: Spellcraft 2 ranks, no ability to cast spellsBenefit: You gain Lesser Energy Surge (PH2) as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier.Special: A fighter may select this feat as a bonus feat.

Yellow Moon's Wrath (Moon)Viscous storms always come with thunder, you are the one who delivers it.Prerequisites: Spellcraft 4 ranks, no ability to cast spells, Yellow Moon's BlessingBenefit: You gain Great Thunderclap (Spell Compendium) as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier. You do not need a focus to use this ability.Special: A fighter may select this feat as a bonus feat.

Yellow Moon's Wrath, Greater (Moon)You are a walking hurricane.Prerequisites: Spellcraft 7 ranks, no ability to cast spells, Yellow Moon's Blessing, Yellow Moon's WrathBenefit: You gain Furious Lightning as a spell-like ability. You may use this ability a number of times per day equal to your Intelligence, Wisdom, or Charisma modifier. You gain a permanent +2 sacred bonus to Constitution.Special: A fighter may select this feat as a bonus feat.[/spoiler]

New Spells

New Domains:The following domains are accessible only by people who are born on the continent for each of the respective moon. Additionally, any Bard, Ranger, Paladin, Duskblade, or other spellcaster who does not have the ability to cast spells of 7th level or higher due to their class may choose to add the appropriate domain of their moon to their spell list, and gain the granted power of that domain.

[spoiler]Blue Moon DomainDeity: None. A cleric must be born in Yafutoma to have access to this domain.Granted Power: For 1 minute per HD, gain a Fly speed equal to your base land speed as a supernatural ability, once per day.Domain Spells:1: Quicken2: Windwall3: Whirlpool of Air, Lesser4: Wingblast (Dragon Magic)5: Whirlpool of Air6: Defenestrating Sphere (Spell Compendium)7: Whirlpool of Air, Greater8: Tidal Surge (Spell Compendium)9: Storm of Elemental Fury

Purple Moon DomainDeity: None. A cleric must be born in the Lands of Ice to have access to this domain.Granted Power: You gain Resistance to Cold 5.Domain Spells:1: Chill of Juri2: Orb of Cold, Lesser (Spell Compendium)3: Silent Eyes4: Orb of Cold (Spell Compendium)5: Silence of Ice6: As the Frost (PH2)7: Polar Ray8: Dispel Magic, Greater9: Storm of Elemental Fury

Silver Moon DomainDeity: None. A cleric must be born in the area where Soltis is said to have existed to have access to this domain.Granted Power: Rebuke undead as an evil cleric, or turn undead as a good cleric. If already a cleric, you gain Extra Turning (Complete Divine) as a bonus feat.Domain Spells:1: Deathless Flesh2: Life Bolt3: Kelgore's Grave Mist (PH2)4: Eterni5: Spiritwall (Spell Compendium)6: Create Deathless7: Kiss of the Vampire8: True Resurrection9: Eternum

Your flesh becomes guant, yet it feels like your body is brimming with life. Within seconds you feel stronger than before.

The target gains a +1 enhancment bonus to natural armor, plus an additional +1 per three caster levels, to a maximum of +5 at . In addition, the target heals 1d4 hp +1/2 caster levels when this spell's duration expires, to a maximum of 1d4+5 at 10th level. This healing is not the result of positive energy, and therefore has the same effect on an undead as it would on the living. If this spell ends before it's duration expires, no healing occurs.

With but a whisper, the life seeps out of your foe. his body slumps, and he is dead before he meets the ground.

The target of this spell must make a Fortitude save or die. You may only target a creature whoshares a type with you. If you are a Humanoid, you can only target another Humanoid, regardless of subtype.

A single glare from you is enough to render your opponent a lifeless husk.

This spell functions like Eterni, but there is no type restriction. If the target makes their savingthrow, they instead take 1d10/caster level of Force damage. Creatures immune to death effects automaticallymake their saving throws, but they are still subject to the damage. Anything killed by this spell isturned into a large diamond worth 100 gp per HD of the target, to a maximum value of 1000gp.

As you complete this spell, your skin slowly changes color to match the light given off by the Green Moon, and you feel three times stronger than before.

For the duration of this spell, you gain a +1 enhancement bonus/4 caster levels to your attack rollswhen attacking unarmed. You also deal unarmed damage as a monk of you caster level, albeit size category smaller than you.

As you complete this spell, you can see what is needed to defeat your opponents.

You gain Flurry of Blows as a monk whose level is equal to your caster level. You gain this benefiteven when wearing armor of any type. You gain a +1/three caster levels enhancement bonus to attack rolls, and deal damage as a monk of a level equal to your caster level, albeit one size category one higher than yours. With every attack that deals damage, you gain a cumulative +1 enhancement bonus to your Strength score, to a maximum of +8 after 8 successful attacks. When this spell expires, you are fatigued for the duration of the encounter. If the encounter has ended, you are fatigued for one hour.

You point to your opponent as though calling the storms themselves to smite them. Immediately after, a large blast of lightning and thunder strikes them.

You call down a bolt of lightning and a crash of thunder in a cylinder of the above size. All within the cylinder take 1d8/caster level (max 15d8) points of damage, half electricity and half sonic. A successful reflex save halves this damage.

You gain a +1 bonus, +1 per three caster levels to any physical ability score, divided as you choose. For example, a 6th level sorcerer would get either a +3 bonus to Strength, Dexterity, or Constitution, or +2 to one score and +1 to another, or +1 to each score. This bonus does not stack with any other casting of Increm. Maximum bonus of +6 to any single ability score.

All creatures within the radius of the spell take 1d6/caster level points of fire damage, to a maximum of 10d6 at 10th level as their own bodies are engulfed in an illusory flame. A successful will save halves this damage. Creature with resistance to fire take full damage, while creatures immune to fire take half on a failed save and none on a successful save.

With a glare, your enemy stops their spell as they hack up shards of ice that were once their words.

You disrupt the casting of a single spell or spell-like ability with a glare. You and the caster of the spell must make opposed caster level checks, or the spell currently being cast by them is lost as though it had been countered. In addition, they must make a Fortitude save or take 1d4/caster level points of cold damage. Treat this effect as a gaze attack for the purposes of avoiding the damage. A successful save negates this damage, but does not negate the counterspelling.

With but a whisper, your opponent's voice is dulled to no more than a chirp of a cricket.

You gain a gaze attack for one round. During this round, anyone who fails a fortitude save against this spell's DC cannot speak for the rest of this round. Like any other gaze attack, this can be avoided by taking an immediate action to shut your eyes, or averting them.Skin of GrendelTransmutationLevel: Duskblade 3, Sorcerer/Wizard 3, Green Moon 1Components: VCasting Time: 1 Swift ActionRange: TouchDuration: InstantaneousSaving Throw: Fortitude Negates (Harmless)Spell Resistance: Yes (Harmless)You speak the name of the mighty Grendel, and with a touch heal with the power of the Green Moon.

The target of this spell heals 1d4+1, plus an additional 1d4+1 for every two caster levels above 1st, to a maximum of 5d4+5 at 9th level. This is not a result of positive energy, and thus it heals undead and living creatures equally. Also, living constructs receive full benefit from this spell.

With but a whisper, an ally seems more alert and ready for the coming fight.

Until the end of the next combat, the target gains a +1/four caster levels insight bonus to initiative. If 1 hour passes since the time of casting and the next combat, this spell ends with no effect.Whirlpool of Air, LesserConjuration (Air, Water)Level: Duskblade 2, Sorcerer/Wizard 3, Blue Moon 3Components: VCasting Time: 1 Standard ActionRange: Close (25ft + 5ft/2 levels)Duration: One minute+1 round/levelSaving Throw: Reflex negatesSpell Resistance: NoYou speak a lone word in Auran, and a vortex of air appears before you.

This spell functions like the Vortex or Whirlwind ability of a Small Water or Air elemental, dependingon where the vortex is conjured. The save DC to avoid it is this spell's DC.

Know that I express extreme interest, I love Skies of Arcadia. Though I might need some help in deciding what to gestalt with, I've never done it before. I was thinking of a duskblade/wizard, but I'm not sure.

On topic: Sinfire, how does the 4e-ish healing rule work with fast healing or regen? does that mean when knocked unconscious and at -40, fast healing 1 puts you at 1HP the next round? If so, I shall be mortally afraid of trolls.

I was thinking of playing a monk//Echocaller. Or maybe Cleric//Echocaller. I'm liking the wisdom synergy, it matches up nice with Zen Archery. Will you allow me to be one? Strat would probably appreciate having me test one out.